Alright, I've got a question I assume has a fairly simple answer. When I take shots of my environment I'm building, I really like the quality I get with the tiledshot command. However, it messes with the real-time effects I have in my environment, the most obvious example being the light shafts seen here:
Hall Light Shafts by
camraab, on Flickr
And then they're not present in the tiledshot here:
SciFi Hall Update by
camraab, on Flickr
As I said, I really like the crispness of the tiledshots, but I want the light shafts to be visible. Is this possible using tiledshot, or something similar? I'm not privy to the background stuff going on when you do a tiledshot, I just know how to do one lol, so I'm guessing the fix is somewhere in that knowledge gap. Thank you.
Replies
Try with a vignette effect to see what I mean.
Your best bet is to just go into gameplay mode, use console command set your Resolution to whatever you want it to be, and full screen it. Also, don't forget to set the highest AA possible.
After that, either use a screen recording software to take images (like Fraps) or use F9/Screen. In the latter case, you will be limited to your screen resolution, so even if you set your res to something like 2560x1440, it will only capture your screen space instead (1920x1080 if you have a HD screen).
And yes, UDK is kinda annoying like that, you could try setting up a camera and automatically running the scene and dumping images automatically, kinda like a video to image setup, but even then, I think UDK is limited to your screen size.
That's not exactly correct. Post-process effects that contain some kind of blur are not resolution independent. The same kernel size will be used and because the resolution is 4 times larger, the amount of blur will appear to be 4 times less.
If there is a way around it, it would be wonderful though I will say that.